Post-Jam QoL Patch
Hey everyone!
Just a quick heads-up: the jam build remains completely unchanged for UGJ#119 voting. That’s still the official submission, and it’s available in the file list as the JAM VERSION.
That said, after watching a few playthroughs and getting some early feedback, I went ahead and prepared a small post-jam quality-of-life update. Nothing gameplay-changing — just fixes and polish to make the experience a bit smoother for people playing outside the jam context.
What’s new (Post-Jam Version):
These are the only changes included in the post-jam build:
Gameplay & Feel
-
Wave rest scaling tuned so later waves give a bit more breathing room, keeping long runs fair without reducing difficulty.
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Score brackets like
value (max)added to HUD and leaderboard for clearer performance feedback.
Visual / UX
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HUD flock display simplified — only current sheep shown, with max flock moved into the score bracket.
-
Leaderboard now refreshes in a short 1-second burst right after submission, then settles into a steady 5-second cadence.
Performance / Web
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HTTPRequest timeout increased from 5s → 15s to prevent false “offline” errors on HTML5 builds.
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Leaderboard burst fetches capped to just the first few seconds post-run to avoid unnecessary network load.
Technical / Code Quality
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Improved GameDirector → HUD communication: HUD listens for
leaderboard_updatedinstead of polling. -
CRT toggle logic moved into a lightweight script on the root world scene for clarity and maintainability.
-
Added documentation updates for version differences (the file you’re reading now)
Important:
The jam build is still available and clearly labeled.
If you’ve already voted, feel free to try the improved build — it’s uploaded right below as POST-JAM VERSION (HTML + Windows).
Thanks again to everyone playing, voting, and leaving feedback.
Hope the dog treats you well, and may your flock survive a little longer each run. 🐑🐕
Files
Get Sheep? Sheep.
Sheep? Sheep.
The dog never questions it — sheep fall, wolves attack, you defend.


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